unreal.PrimaryAssetTypeInfo
¶
- class unreal.PrimaryAssetTypeInfo¶
Bases:
StructBase
Structure with publicly exposed information about an asset type. These can be loaded out of a config file or constructed at runtime
C++ Source:
Module: Engine
File: AssetManagerTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_base_class
(Class): [Read-Write] Base Class of all assets of this typedirectories
(Array[DirectoryPath]): [Read-Write] Directories to search for this asset typehas_blueprint_classes
(bool): [Read-Write] True if the assets loaded are blueprints classes, false if they are normal UObjectsis_editor_only
(bool): [Read-Write] If true this type will not cause anything to be cooked; the AssetManager will use instances of this type to define chunk assignments and NeverCook rules, but will ignore AlwaysCook rules. Assets labeled by instances of this type will need to be reference by another PrimaryAsset, or by something outside the AssetManager, to be cooked.primary_asset_type
(Name): [Read-Write] The logical name for this type of Primary Assetrules
(PrimaryAssetRules): [Read-Write] Default management rules for this type, individual assets can be overriddenspecific_assets
(Array[SoftObjectPath]): [Read-Write] Individual assets to scan